Codechange: Use a dedicated variable for disaster vehicle action state. (#10798)

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Michael Lutz 2023-05-12 21:41:36 +02:00 committed by GitHub
parent 1a93618bd1
commit 72c7536325
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6 changed files with 44 additions and 37 deletions

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@ -17,7 +17,7 @@
* that handles the vehicle's ticks.
* <li>Run the disaster vehicles each tick until their target has been reached,
* this happens in the DisasterTick_XXX() functions. In here, a vehicle's
* state is kept by v->current_order.dest variable. Each achieved sub-target
* state is kept by v->state variable. Each achieved sub-target
* will increase this value, and the last one will remove the disaster itself
* </ol>
*/
@ -168,7 +168,7 @@ DisasterVehicle::DisasterVehicle(int x, int y, Direction direction, DisasterSubT
this->UpdateDeltaXY();
this->owner = OWNER_NONE;
this->image_override = 0;
this->current_order.Free();
this->state = 0;
this->UpdateImage();
this->UpdatePositionAndViewport();
@ -214,7 +214,7 @@ void DisasterVehicle::UpdatePosition(int x, int y, int z)
}
/**
* Zeppeliner handling, v->current_order.dest states:
* Zeppeliner handling, v->state states:
* 0: Zeppeliner initialization has found a small airport, go there and crash
* 1: Create crash and animate falling down for extra dramatic effect
* 2: Create more smoke and leave debris on ground
@ -225,24 +225,24 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
{
v->tick_counter++;
if (v->current_order.GetDestination() < 2) {
if (v->state < 2) {
if (HasBit(v->tick_counter, 0)) return true;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
if (v->current_order.GetDestination() == 1) {
if (v->state == 1) {
if (++v->age == 38) {
v->current_order.SetDestination(2);
v->state = 2;
v->age = 0;
}
if (GB(v->tick_counter, 0, 3) == 0) CreateEffectVehicleRel(v, 0, -17, 2, EV_CRASH_SMOKE);
} else if (v->current_order.GetDestination() == 0) {
} else if (v->state == 0) {
if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
v->current_order.SetDestination(1);
v->state = 1;
v->age = 0;
SetDParam(0, GetStationIndex(v->tile));
@ -259,7 +259,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
return true;
}
if (v->current_order.GetDestination() > 2) {
if (v->state > 2) {
if (++v->age <= 13320) return true;
if (IsValidTile(v->tile) && IsAirportTile(v->tile)) {
@ -296,7 +296,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
EV_EXPLOSION_SMALL);
}
} else if (v->age == 350) {
v->current_order.SetDestination(3);
v->state = 3;
v->age = 0;
}
@ -308,7 +308,7 @@ static bool DisasterTick_Zeppeliner(DisasterVehicle *v)
}
/**
* (Small) Ufo handling, v->current_order.dest states:
* (Small) Ufo handling, v->state states:
* 0: Fly around to the middle of the map, then randomly, after a while target a road vehicle
* 1: Home in on a road vehicle and crash it >:)
* If not road vehicle was found, only state 0 is used and Ufo disappears after a while
@ -317,7 +317,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
{
v->image_override = (HasBit(++v->tick_counter, 3)) ? SPR_UFO_SMALL_SCOUT_DARKER : SPR_UFO_SMALL_SCOUT;
if (v->current_order.GetDestination() == 0) {
if (v->state == 0) {
/* Fly around randomly */
int x = TileX(v->dest_tile) * TILE_SIZE;
int y = TileY(v->dest_tile) * TILE_SIZE;
@ -331,7 +331,7 @@ static bool DisasterTick_Ufo(DisasterVehicle *v)
v->dest_tile = RandomTile();
return true;
}
v->current_order.SetDestination(1);
v->state = 1;
uint n = 0; // Total number of targetable road vehicles.
for (const RoadVehicle *u : RoadVehicle::Iterate()) {
@ -410,7 +410,7 @@ static void DestructIndustry(Industry *i)
}
/**
* Aircraft handling, v->current_order.dest states:
* Aircraft handling, v->state states:
* 0: Fly towards the targeted industry
* 1: If within 15 tiles, fire away rockets and destroy industry
* 2: Industry explosions
@ -425,7 +425,7 @@ static void DestructIndustry(Industry *i)
static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, bool leave_at_top, StringID news_message, IndustryBehaviour industry_flag)
{
v->tick_counter++;
v->image_override = (v->current_order.GetDestination() == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
v->image_override = (v->state == 1 && HasBit(v->tick_counter, 2)) ? image_override : 0;
GetNewVehiclePosResult gp = GetNewVehiclePos(v);
v->UpdatePosition(gp.x, gp.y, GetAircraftFlightLevel(v));
@ -435,7 +435,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
return false;
}
if (v->current_order.GetDestination() == 2) {
if (v->state == 2) {
if (GB(v->tick_counter, 0, 2) == 0) {
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
int x = TileX(i->location.tile) * TILE_SIZE;
@ -448,11 +448,11 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
GB(r, 12, 4),
EV_EXPLOSION_SMALL);
if (++v->age >= 55) v->current_order.SetDestination(3);
if (++v->age >= 55) v->state = 3;
}
} else if (v->current_order.GetDestination() == 1) {
} else if (v->state == 1) {
if (++v->age == 112) {
v->current_order.SetDestination(2);
v->state = 2;
v->age = 0;
Industry *i = Industry::Get(v->dest_tile); // Industry destructor calls ReleaseDisastersTargetingIndustry, so this is valid
@ -462,7 +462,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
AddIndustryNewsItem(news_message, NT_ACCIDENT, i->index);
if (_settings_client.sound.disaster) SndPlayTileFx(SND_12_EXPLOSION, i->location.tile);
}
} else if (v->current_order.GetDestination() == 0) {
} else if (v->state == 0) {
int x = v->x_pos + ((leave_at_top ? -15 : 15) * TILE_SIZE);
int y = v->y_pos;
@ -475,7 +475,7 @@ static bool DisasterTick_Aircraft(DisasterVehicle *v, uint16 image_override, boo
v->dest_tile = ind;
if (GetIndustrySpec(Industry::Get(ind)->type)->behaviour & industry_flag) {
v->current_order.SetDestination(1);
v->state = 1;
v->age = 0;
}
}
@ -510,7 +510,7 @@ static bool DisasterTick_Helicopter_Rotors(DisasterVehicle *v)
}
/**
* (Big) Ufo handling, v->current_order.dest states:
* (Big) Ufo handling, v->state states:
* 0: Fly around to the middle of the map, then randomly for a while and home in on a piece of rail
* 1: Land there and breakdown all trains in a radius of 12 tiles; and now we wait...
* because as soon as the Ufo lands, a fighter jet, a Skyranger, is called to clear up the mess
@ -519,7 +519,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
{
v->tick_counter++;
if (v->current_order.GetDestination() == 1) {
if (v->state == 1) {
int x = TileX(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
int y = TileY(v->dest_tile) * TILE_SIZE + TILE_SIZE / 2;
if (Delta(v->x_pos, x) + Delta(v->y_pos, y) >= 8) {
@ -542,7 +542,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
return true;
}
v->current_order.SetDestination(2);
v->state = 2;
for (Vehicle *target : Vehicle::Iterate()) {
if (target->IsGroundVehicle()) {
@ -564,7 +564,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
DisasterVehicle *u = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER, v->index);
DisasterVehicle *w = new DisasterVehicle(-6 * (int)TILE_SIZE, v->y_pos, DIR_SW, ST_BIG_UFO_DESTROYER_SHADOW);
u->SetNext(w);
} else if (v->current_order.GetDestination() == 0) {
} else if (v->state == 0) {
int x = TileX(v->dest_tile) * TILE_SIZE;
int y = TileY(v->dest_tile) * TILE_SIZE;
if (Delta(x, v->x_pos) + Delta(y, v->y_pos) >= (int)TILE_SIZE) {
@ -578,7 +578,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
v->dest_tile = RandomTile();
return true;
}
v->current_order.SetDestination(1);
v->state = 1;
const auto is_valid_target = [](const Train *t) {
return t->IsFrontEngine() // Only the engines
@ -614,7 +614,7 @@ static bool DisasterTick_Big_Ufo(DisasterVehicle *v)
}
/**
* Skyranger destroying (Big) Ufo handling, v->current_order.dest states:
* Skyranger destroying (Big) Ufo handling, v->state states:
* 0: Home in on landed Ufo and shoot it down
*/
static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
@ -629,10 +629,10 @@ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
return false;
}
if (v->current_order.GetDestination() == 0) {
if (v->state == 0) {
Vehicle *u = Vehicle::Get(v->big_ufo_destroyer_target);
if (Delta(v->x_pos, u->x_pos) > (int)TILE_SIZE) return true;
v->current_order.SetDestination(1);
v->state = 1;
CreateEffectVehicleRel(u, 0, 7, 8, EV_EXPLOSION_LARGE);
if (_settings_client.sound.disaster) SndPlayVehicleFx(SND_12_EXPLOSION, u);
@ -660,7 +660,7 @@ static bool DisasterTick_Big_Ufo_Destroyer(DisasterVehicle *v)
}
/**
* Submarine, v->current_order.dest states:
* Submarine, v->state states:
* Unused, just float around aimlessly and pop up at different places, turning around
*/
static bool DisasterTick_Submarine(DisasterVehicle *v)
@ -961,7 +961,7 @@ void ReleaseDisastersTargetingIndustry(IndustryID i)
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_AIRPLANE || v->subtype == ST_HELICOPTER) {
/* if it has chosen target, and it is this industry (yes, dest_tile is IndustryID here), set order to "leaving map peacefully" */
if (v->current_order.GetDestination() > 0 && v->dest_tile == (uint32)i) v->current_order.SetDestination(3);
if (v->state > 0 && v->dest_tile == (uint32)i) v->state = 3;
}
}
}
@ -975,9 +975,9 @@ void ReleaseDisastersTargetingVehicle(VehicleID vehicle)
for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
/* primary disaster vehicles that have chosen target */
if (v->subtype == ST_SMALL_UFO) {
if (v->current_order.GetDestination() != 0 && v->dest_tile == vehicle) {
if (v->state != 0 && v->dest_tile == vehicle) {
/* Revert to target-searching */
v->current_order.SetDestination(0);
v->state = 0;
v->dest_tile = RandomTile();
GetAircraftFlightLevelBounds(v, &v->z_pos, nullptr);
v->age = 0;

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@ -38,6 +38,7 @@ struct DisasterVehicle FINAL : public SpecializedVehicle<DisasterVehicle, VEH_DI
SpriteID image_override; ///< Override for the default disaster vehicle sprite.
VehicleID big_ufo_destroyer_target; ///< The big UFO that this destroyer is supposed to bomb.
byte flags; ///< Flags about the state of the vehicle, @see AirVehicleFlags
uint16_t state; ///< Action stage of the disaster vehicle.
/** For use by saveload. */
DisasterVehicle() : SpecializedVehicleBase() {}

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@ -2141,8 +2141,8 @@ bool AfterLoadGame()
if (IsSavegameVersionBefore(SLV_121)) {
/* Delete small ufos heading for non-existing vehicles */
for (Vehicle *v : DisasterVehicle::Iterate()) {
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->current_order.GetDestination() != 0) {
for (DisasterVehicle *v : DisasterVehicle::Iterate()) {
if (v->subtype == 2 /* ST_SMALL_UFO */ && v->state != 0) {
const Vehicle *u = Vehicle::GetIfValid(v->dest_tile);
if (u == nullptr || u->type != VEH_ROAD || !RoadVehicle::From(u)->IsFrontEngine()) {
delete v;

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@ -1347,6 +1347,10 @@ bool LoadOldVehicle(LoadgameState *ls, int num)
}
v->current_order.AssignOrder(UnpackOldOrder(_old_order));
if (v->type == VEH_DISASTER) {
DisasterVehicle::From(v)->state = UnpackOldOrder(_old_order).GetDestination();
}
v->next = (Vehicle *)(size_t)_old_next_ptr;
if (_cargo_count != 0 && CargoPacket::CanAllocateItem()) {

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@ -352,6 +352,7 @@ enum SaveLoadVersion : uint16 {
SLV_EXTEND_VEHICLE_RANDOM, ///< 310 PR#10701 Extend vehicle random bits.
SLV_EXTEND_ENTITY_MAPPING, ///< 311 PR#10672 Extend entity mapping range.
SLV_DISASTER_VEH_STATE, ///< 312 PR#10798 Explicit storage of disaster vehicle state.
SL_MAX_VERSION, ///< Highest possible saveload version
};

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@ -953,8 +953,9 @@ public:
SLE_VAR(Vehicle, owner, SLE_UINT8),
SLE_VAR(Vehicle, vehstatus, SLE_UINT8),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
SLE_CONDVAR(Vehicle, current_order.dest, SLE_UINT16, SLV_5, SL_MAX_VERSION),
SLE_CONDVARNAME(DisasterVehicle, state, "current_order.dest", SLE_FILE_U8 | SLE_VAR_U16, SL_MIN_VERSION, SLV_5),
SLE_CONDVARNAME(DisasterVehicle, state, "current_order.dest", SLE_UINT16, SLV_5, SLV_DISASTER_VEH_STATE),
SLE_CONDVAR(DisasterVehicle, state, SLE_UINT16, SLV_DISASTER_VEH_STATE, SL_MAX_VERSION),
SLE_VAR(Vehicle, sprite_cache.sprite_seq.seq[0].sprite, SLE_FILE_U16 | SLE_VAR_U32),
SLE_CONDVAR(Vehicle, age, SLE_FILE_U16 | SLE_VAR_I32, SL_MIN_VERSION, SLV_31),